Recovery: Difference between revisions

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|[[Captain Falcon]]
|[[Captain Falcon]]
||[[Falcon Dive]] is used for vertical recoveries, but can not grab foes hanging on to the ledge. If it makes contact in mid air, it will give the opponent their midair jumps and Captain Falcon can use the move again. [[Falcon Punch]] can be used for some horizontal distance.
||[[Falcon Dive]] is used for vertical recoveries, but can not grab foes hanging on to the ledge. If it makes contact in mid air, it will give the opponent their midair jumps and Captain Falcon can use the move again. [[Falcon Punch]] can be used for some horizontal distance.
||[[Falcon Kick]] allows Captain Falcon to regain his 2nd jump in midair. [[Raptor Boost]] is also a decent horizontal recovery move, but it can not auto sweet-spot a ledge and missing will put him into a [[helpless]] state. Falcon Dive can now grab ledges backwards and has a larger ledge sweetspot than it does normally while moving forwards.
||[[Falcon Kick]] allows Captain Falcon to regain his 2nd jump in midair. [[Raptor Boost]] is also a decent horizontal recovery move, but it can not auto sweet-spot a ledge and missing will put him into a [[helpless]] state. Falcon Dive gives more distance and can now grab ledges backwards and has a larger ledge sweetspot than it does normally while moving forwards.
||Raptor Boost now makes Captain Falcon bounce if it hits the opponent in mid air, but using Falcon Dive is still a better and safer option because Raptor Boost has a slow start-up and almost any move can hit through it. Falcon Kick no longer lets him recover his midair jump. Falcon Dive, like all types of grabs, no longer grants the opponent their midair jump again. It can be used against [[edgehog|edge-hoggers]] to [[stage spike]] them, though they can [[tech]] it.
||Raptor Boost now makes Captain Falcon bounce if it hits the opponent in mid air, but using Falcon Dive is still a better and safer option because Raptor Boost has a slow start-up and almost any move can hit through it. Falcon Kick no longer lets him recover his midair jump. Falcon Dive, like all types of grabs, no longer grants the opponent their midair jump again. It can be used against [[edgehog|edge-hoggers]] to [[stage spike]] them, though they can [[tech]] it.
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|[[Jigglypuff]]
|[[Jigglypuff]]
||Jigglypuff is capable of using its [[Rising Pound]] technique for unlimited horizontal distance. While it lacks an up special that grants vertical distance, its five mid air jumps actually decrease in height with the last two giving no vertical gain. It also has the lowest falling speed and the highest [[air speed]], after [[Yoshi]]. Jigglypuff has problems recovering from below but has overall one of the best recoveries from above. Due to Jigglypuff's low aerial priority compared to others in ''SSB'', Jigglypuff has a tough time avoiding gimps.
||Jigglypuff is capable of using its [[Rising Pound]] technique for unlimited horizontal distance. While it lacks an up special that grants vertical distance, its five mid air jumps actually decrease in height with the last two giving no vertical gain. It also has the lowest falling speed and the highest [[air speed]], after [[Yoshi]]. Jigglypuff has problems recovering from below but has overall one of the best recoveries from above. Due to Jigglypuff's low aerial priority compared to others in ''SSB'', Jigglypuff has a tough time avoiding gimps.
|| If Jigglypuff is near either of the side [[blast line]]s, sometimes [[Rollout]] can be useful as a recovery.
|| If Jigglypuff is near either of the side [[blast line]]s, sometimes [[Rollout]] can be useful as a recovery. All jumps give height now.
||No changes from ''Melee'' to ''Brawl''.
||No changes from ''Melee'' to ''Brawl''.
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|[[Luigi]]
|[[Luigi]]
||[[Luigi Cyclone]] can provide vertical recovery if the special button is mashed, and both Luigi Cyclone and Super Jump Punch provide diagonal recovery. However, both moves suffer from low priority.
||[[Luigi Cyclone]] can provide vertical recovery if the special button is mashed, and both Luigi Cyclone and Super Jump Punch provide diagonal recovery. However, both moves suffer from low priority.
||Luigi has a very gimpable recovery that is difficult to master.  Super Jump Punch provides only vertical recovery and [[Green Missile]] provides only horizontal movement. Furthermore, Green Missile can misfire, propelling Luigi a great distance horizontally; this makes the move unpredictable and can either help or harm Luigi. Luigi Cyclone is very hard to use because it requires very quick button-tapping.
||Luigi has a very gimpable recovery that is difficult to master.  Super Jump Punch provides only vertical recovery and [[Green Missile]] provides only horizontal movement. Furthermore, Green Missile can misfire, propelling Luigi a great distance horizontally; this makes the move unpredictable and can either help or harm Luigi. Luigi Cyclone is very hard to use because it requires very quick button-tapping, but it can still provide vertical distance.
||Green Missile and Luigi Cyclone can be combined for large horizontal recovery, and Luigi Cyclone requires less button mashing to be effective. These can also be used in combination with Super Jump Punch, since neither puts Luigi into a helpless state.  
||Green Missile and Luigi Cyclone can be combined for large horizontal recovery, and Luigi Cyclone requires less button mashing to be effective. These can also be used in combination with Super Jump Punch since neither puts Luigi into a helpless state.  
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|[[Mario]]
|[[Mario]]
||If the player rapidly presses the special button during the [[Mario Tornado]], he rises up in the air. [[Super Jump Punch]] is the primary recovery move.
||If the player rapidly presses the special button during the [[Mario Tornado]], he rises up in the air. [[Super Jump Punch]] is the primary recovery move.
||Mario can use the [[Cape]] to propel himself forward a bit. Super Jump Punch and Mario Tornado are still viable recovery moves.
||Mario can use the [[Cape]] to propel himself forward a bit. Super Jump Punch and Mario Tornado are still viable recovery moves, but Super Jump Punch travels less distance.
||Mario Tornado is no longer in Mario's special moves moveset, restricting his recovery moves to Cape and Super Jump Punch.
||Mario Tornado is no longer in Mario's special moves moveset, restricting his recovery moves to Cape and Super Jump Punch.
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||N/A
||N/A
||N/A
||N/A
||Pit has multiple mid air jumps, the ability to glide, and his [[Wings of Icarus]] which give him the second largest vertical recovery in the game. However, if Pit is attacked while using Wings of Icarus, he will enter a helpless state and be unable to recover further.  
||Pit has multiple mid air jumps, the ability to glide, and his [[Wings of Icarus]] which give him the second largest vertical recovery in the game. However, if Pit is attacked while using Wings of Icarus, he can not use the move again until he lands on solid ground.  
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|[[R.O.B.]]
|[[R.O.B.]]
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|[[Samus]]
|[[Samus]]
||Samus' [[Morph Ball Bomb]]s can be used to perform a bomb recovery and she can utilize her [[Screw Attack]] to gain vertical height.
||Samus's [[Morph Ball Bomb]]s can be used to perform a bomb recovery and she can utilize her [[Screw Attack]] to gain vertical height.
||She can now use her grab as a wall grapple and her bomb recovery became more useful.
||She can now use her grab as a wall grapple and her bomb recovery is more useful. Screw Attack gives more distance.
||Samus' recovery techniques have not changed from ''Melee'', and her [[up aerial]] is now a tether recovery, but her bomb recovery isn't as effective.  
||Samus's recovery techniques have not changed from ''Melee'', and her grab air is now a tether recovery, but her bomb recovery isn't as effective.  
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|[[Sheik]]
|[[Sheik]]
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||N/A
||N/A
||N/A
||N/A
||Snake can use his [[C4]] on himself in midair to get his up special back (see [[bomb recovery]]). His up special is his [[Cypher]], a flying stealth camera. Cypher covers a lot of distance, but if Snake is interrupted out of Cypher he cannot use it again. The move is very easily edge-guarded as well, but the move does provide [[launch resistance]].  
||Snake can use his [[C4]] on himself in midair to get his up special back (see [[bomb recovery]]). His up special is his [[Cypher]], a flying stealth camera. Cypher covers a lot of distance, but if Snake is interrupted out of Cypher, he cannot use it again. The move is very easily edge-guarded as well, but the move does provide [[launch resistance]].  
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|[[Sonic]]
|[[Sonic]]
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||N/A
||N/A
||N/A
||N/A
||Like [[Link]], Toon Link can use a bomb recovery or a tether recovery followed by a Spin Attack.
||Like [[Link]], Toon Link can use a bomb recovery, a tether recovery, or a Spin Attack. Toon Link's Spin Attack gives much greater distance than Link's.
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|[[Wario]]
|[[Wario]]
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||N/A
||N/A
||N/A
||N/A
||Wolf is more limited in recovery options than Fox and Falco.  His side special, [[Wolf Flash]], covers much less ground than Fox's but more than Falco's, though it gives a fair amount of vertical recovery.  His up special provides him fast directional recovery, but he falls almost straight down after using it and it has the worst accuracy and smallest edge sweetspot of the three, though it has less start-up lag and is therefore harder to edge-guard.  
||Wolf is more limited in recovery options than Fox and Falco.  His side special, [[Wolf Flash]], covers much less ground than Fox's but more than Falco's, though it gives a fair amount of vertical recovery.  His up special provides him fast directional recovery, but he falls almost straight down after using it, and it has the worst accuracy and smallest ledge sweetspot of the three, though it has less start-up lag and is therefore harder to edge-guard.  
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|[[Yoshi]]
|[[Yoshi]]
||Yoshi's recovery is hampered by the fact that he really only has his one mid air jump to use. However, his second jump is the highest in the game, and Yoshi has the fastest air speed.
||Yoshi's recovery is hampered by the fact that he really only has his one mid air jump to use. However, his second jump is the highest in the game, and Yoshi has the fastest air speed.
||Yoshi's [[Egg Roll]] can sometimes be used to recover, but this is uncommon and not particularly useful.
||Yoshi's [[Egg Roll]] can sometimes be used to recover, but this is uncommon and not particularly useful.
||Yoshi's [[Egg Throw]] in Brawl gives him a slight hop in midair, but he lost his air dodge recovery.
||Yoshi's [[Egg Throw]] in Brawl gives him a slight hop in midair, but his air dodge recovery is no longer useful.
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|[[Young Link]]
|[[Young Link]]
||N/A
||N/A
||Like [[#Link|Link]], [[Young Link (SSBM)|Young Link]] can use a bomb recovery, [[tether recovery]], or a [[Spin Attack]]. The bomb recovery will help after the Spin Attack. Young Link can also wall jump and his wall grapple is shorter then Link's grapple.
||Like [[#Link|Link]], [[Young Link (SSBM)|Young Link]] can use a bomb recovery, wall grapple, or a [[Spin Attack]]. The bomb recovery will help after the Spin Attack. Young Link can also wall jump, and his wall grapple is shorter than Link's grapple. His Spin Attack gives slightly more distance than Link's.
||N/A
||N/A
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|[[Zelda]]
|[[Zelda]]
||N/A
||N/A
||[[Zelda]]'s recovery comes mainly in the form of her long-ranged up special, [[Farore's Wind]]. Additionally, she can use [[Din's Fire]] to glide horizontally short distances, much like [[Peach|Peach's]] [[float]]. However, these moves cannot be combined as they each put Zelda into helpless animation.
||[[Zelda]]'s recovery comes mainly in the form of her long-ranged up special, [[Farore's Wind]]. Additionally, she can use [[Din's Fire]] to glide horizontally short distances, much like [[Peach|Peach's]] [[float]]. However, these moves cannot be combined as they each put Zelda into helpless animation. However, Farore's Wind is limited in direction because the number of different angles at which the move travels are low, making the move predictable.
||Despite the good distance Farore's Wind gives, her recovery is one of the worst in the game because the angles at which the move travels are very limited and she falls almost straight down after using it, so it the move is very predictable and hard to sweetspot. The move also has a very long start-up lag, making it easily edge-guarded. If Zelda lands directly on the stage after using Farore's Wind, she suffers from long end-lag, making the move easily punishable.  
||Despite the good distance Farore's Wind gives, her recovery is one of the worst in the game because the angles at which the move travels are very limited, so it the move is very predictable and hard to sweetspot. The move also has a very long start-up lag, making it easily edge-guarded. If Zelda lands directly on the stage after using Farore's Wind, she suffers from long ending lag, making the move easily punishable.  
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|[[Zero Suit Samus]]
|[[Zero Suit Samus]]
||N/A
||N/A
||N/A
||N/A
||Zero Suit Samus has two tether recoveries. [[Plasma Whip]] can be used for horizontal recovery, and [[Plasma Wire]] can be used for vertical recovery. Flip Jump can also provide her with an extra boost to recover with. Flip Jump can help in offensive recovery in the sense that she can [[Meteor Smash]] an opponent by attacking during it and is useful if you are in a situation where tether recovery will not work. None of her moves leave her [[helpless]], so her moves can be used multiple times.
||Zero Suit Samus has two tether recoveries. [[Plasma Whip]] can be used for horizontal recovery, and [[Plasma Wire]] can be used for vertical recovery. Flip Jump can also provide her with an extra boost to recover with. Flip Jump can help in offensive recovery in the sense that she can [[Meteor Smash]] an opponent by attacking during it and is useful if you are in a situation where a tether recovery will not work. None of her moves leave her [[helpless]], so her moves can be used multiple times.
|}
|}